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Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
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50 changed files with 1568 additions and 1567 deletions
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@ -38,7 +38,6 @@ class Particle : public scene::ISceneNode
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public:
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Particle(
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IGameDef* gamedef,
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scene::ISceneManager* mgr,
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LocalPlayer *player,
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ClientEnvironment *env,
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v3f pos,
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@ -119,7 +118,6 @@ class ParticleSpawner
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{
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public:
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ParticleSpawner(IGameDef* gamedef,
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scene::ISceneManager *smgr,
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LocalPlayer *player,
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u16 amount,
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float time,
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@ -148,7 +146,6 @@ class ParticleSpawner
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ParticleManager* m_particlemanager;
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float m_time;
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IGameDef *m_gamedef;
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scene::ISceneManager *m_smgr;
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LocalPlayer *m_player;
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u16 m_amount;
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float m_spawntime;
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@ -185,19 +182,16 @@ public:
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void step (float dtime);
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void handleParticleEvent(ClientEvent *event, Client *client,
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scene::ISceneManager* smgr, LocalPlayer *player);
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LocalPlayer *player);
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void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const MapNode &n,
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const ContentFeatures &f);
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void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const MapNode &n,
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const ContentFeatures &f);
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void addPunchingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const MapNode &n,
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const ContentFeatures &f);
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void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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protected:
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void addParticle(Particle* toadd);
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